Abstract. Expressive animation (such as gesturing or conducting) is typically generated using procedural animation techniques. These techniques offer precision in both timing and limb placement, but they lack physical realism. On the other hand, physical simulation offers physical realism, but does not provide the preci-sion offered by procedural motion. We introduce a new animation technique that combines the advantages of procedural animation and physical simulation. The technique is based upon simultaneously using kinematics and physics, applied to different regions of the human body, combined with a torque feedback method that couples the two. It is efficient and easy to implement as a plugin for a wide range of physical simulation engi...
This paper describes a method for automatically animating a virtual character based on the topology ...
The theoretical background and implementation for a computer animation system to model a general cla...
Current methods for figure animation involve a tradeoff between the level of realism captured in the...
Expressive animation (such as gesturing or conducting) is typically generated using procedural anima...
We implement a framework for animating interactive characters by combining kinematic animation with ...
Physical simulation of dynamic objects has become commonplace in computer graphics because it produc...
Virtual humans are employed in many interactive applications using 3D virtual environments, includin...
Virtual humans are employed in many interactive applications using 3D virtual environments, includin...
I describe a procedural animation system that uses tech-niques from behavior-based robot control, co...
Animating natural human motion in dynamic environments is difficult because of complex geometric and...
International audienceThis paper describes a method that facilitates the use of physically based mod...
International audienceThis paper addresses the problem of obtaining real-time parameterized simulati...
The field of real-time computer animation is undergoing major changes, and many of the methods used ...
Abstract. In virtual human (VH) applications, and in particular, games, motions with different funct...
Virtual humans are employed in many interactive applications using 3D virtual environments, includin...
This paper describes a method for automatically animating a virtual character based on the topology ...
The theoretical background and implementation for a computer animation system to model a general cla...
Current methods for figure animation involve a tradeoff between the level of realism captured in the...
Expressive animation (such as gesturing or conducting) is typically generated using procedural anima...
We implement a framework for animating interactive characters by combining kinematic animation with ...
Physical simulation of dynamic objects has become commonplace in computer graphics because it produc...
Virtual humans are employed in many interactive applications using 3D virtual environments, includin...
Virtual humans are employed in many interactive applications using 3D virtual environments, includin...
I describe a procedural animation system that uses tech-niques from behavior-based robot control, co...
Animating natural human motion in dynamic environments is difficult because of complex geometric and...
International audienceThis paper describes a method that facilitates the use of physically based mod...
International audienceThis paper addresses the problem of obtaining real-time parameterized simulati...
The field of real-time computer animation is undergoing major changes, and many of the methods used ...
Abstract. In virtual human (VH) applications, and in particular, games, motions with different funct...
Virtual humans are employed in many interactive applications using 3D virtual environments, includin...
This paper describes a method for automatically animating a virtual character based on the topology ...
The theoretical background and implementation for a computer animation system to model a general cla...
Current methods for figure animation involve a tradeoff between the level of realism captured in the...